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Update Laser Pointer authored by dev2_just2devs's avatar dev2_just2devs
......@@ -13,7 +13,7 @@ In the laser pointer properties you will find options to update how the laser po
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The laser pointer class property is the custom class of the laser pointer that will spawned at runtime. A laser pointer class must inherit from **HT Laser Pointer Base**, the latter defines how the laser pointer interacts with your hand and provides means to create the visuals for a laser pointer.
The laser pointer class property is the custom laser pointer class that will be spawned at runtime. A laser pointer class must inherit from **HT Laser Pointer Base**, the latter defines how the laser pointer interacts with your hand and provides means to create the visuals for a laser pointer.
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......@@ -21,7 +21,7 @@ The laser pointer class property is the custom class of the laser pointer that w
![Capture](uploads/85a500e0aa5911cb8b589686edc06afb/Capture.png)
The hand tracking plugin comes with three examples for laser pointers, two of them are the same example implemented in blueprints and C++ to show how you can use the **HT Laser Pointer Base** in both languages. The other example is implemented in C++ and shows how the Oculus Quest native laser pointer could be implemented using our plugin and interfaces. You can find the two blueprint examples inside the plugin's content folder and the C++ example inside the plugin source code.
The hand tracking plugin comes with an implementation of the laser pointer based on the Meta Quest native laser pointers. The implementation of the default laser pointer class is in C++ and you can take a look at the source code of the plugin to see how it's implemented. Since the majority of people will use blueprints we have also added two examples of laser pointers written in blueprints in the example project. You can find the blueprints inside the example project folder /HandTrackingExample/Blueprints/Actors.
## Laser Pointer Invalidation Area
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